“The plan from the beginning was bringing in the experience in the storytelling from SpectreVision and the experience of making great gameplay from Ubisoft,” Rapace, Producer on Transference, told Stevivor. “But we all ended up just talking on a daily basis, iterating, prodding one another.”

So to merely say Ubisoft did the coding and SpectreVision the Hollywood-esque elements would be doing the project a disservice, McCullough asserted.

“It’s almost impossible to separate [the companies] to be honest with you, because we’re all making this common project and we couldn’t do anything independently,” McCullough, the game’s writer, said. “Transference from day one and for years now meant every single decision, whether it story or game, had to be tied together.

“[Ubisoft Montreal] obviously did all the coding and built the mechanics and that distinctive separation is very clear — but as far as the actual game itself, and the creative project that we made, there’s no separation.”